PCSX2 Git (2016/04/11) is compiled. PCSX2 is an open source PlayStation 2 (PS2) emulator for the Microsoft Windows and Linux operating systems. With the most recent versions, many PS2 games are playable (although speed limitations have made play-to-completion tests for many games impractical), and several games are claimed to have full functionality.

PCSX2 Git Changelog:
* SPU2-X: Correct project settings for devel profile. Fixes #1288
* windows: Move baseclasses to a separate project
It saves the buildbots from needlessly recompiling the files for each GSdx
configuration.
* Revert "gsdx-ogl: add a new hack to force anisotropic filtering"
This reverts commit 53690cf9d06b8e1883bfdb487ad837f1d98b0a21.
Quoting user:
For aliasing, the option allow of reduce a little but always very
visible compared with DX11 even with anisotropic OFF, , furthermore
many textures bug added with option activated (predictable but not see
on DX11 with anisotropic ON).
TL;DR doesn't worth it.
Note: it seem to work on DX because DX uses HW texturing in clamp region
mode (and others invalid case). OpenGL uses SW texturing to ensure accuracy
* gsdx ogl: use the new pipeline API
Pre build all SW shader into pipeline.
Directly bind the pipeline instead of all pipeline stages. (less work for the driver)
* gsdx-ogl: improve the shader program management
* keep a reference of program/pipeline created to ease the deletion
* extend a bit the API to support multiple pipeline
Final goal will be to use a pre link pipeline for SW shaders. And uses
the default pipeline for HW shaders.
* gsdx-ogl: remove dead code (due to legacy removal)
* gsdx-ogl: update shader pipeline intertace to use vs/gs/ps triplet
Better to have 1 function calls with 3 parameters rather 3 functions call with 1 parameter.
* gsdx-ogl: add a new hack to force anisotropic filtering
By default, anisotropic filtering was disabled when textures aren't countinuous.
This hack allows to force it. It can help to reduce aliasing but it would create
unexpected effect on texture boundaries.
Again, someone ought to add the option on Windows too
* gsdx linux: move depth option as a speed hack
Someone ought to add the Windows option too (and DisablePartialInvalidation too)
It might break a couple of games but most of them run better with depth enabled.
* GSdx ogl: ouch the typo exp != exp2
Fix some rounding issue on depth effect (shadow in Dot hack games)
* debian: add the GSdx legacy build
* gsdx ogl: add function pointer for framebuffer no attachment extension
Could be useful in the future
* gsdx-ogl: only bind the FB to the draw FB
* gsdx ogl: rely on DSA API